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Vector4
A 4D vector using floating-point coordinates.
Description
A 4-element structure that can be used to represent 4D coordinates or any other quadruplet of numeric values.
It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike float which is always 64-bit. If double precision is needed, compile the engine with the option precision=double
.
See Vector4i for its integer counterpart.
Note: In a boolean context, a Vector4 will evaluate to false
if it's equal to Vector4(0, 0, 0, 0)
. Otherwise, a Vector4 will always evaluate to true
.
Properties
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Constructors
Vector4() |
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Methods
abs() const |
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ceil() const |
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cubic_interpolate(b: Vector4, pre_a: Vector4, post_b: Vector4, weight: float) const |
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cubic_interpolate_in_time(b: Vector4, pre_a: Vector4, post_b: Vector4, weight: float, b_t: float, pre_a_t: float, post_b_t: float) const |
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direction_to(to: Vector4) const |
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distance_squared_to(to: Vector4) const |
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distance_to(to: Vector4) const |
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floor() const |
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inverse() const |
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is_equal_approx(to: Vector4) const |
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is_finite() const |
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is_normalized() const |
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is_zero_approx() const |
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length() const |
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length_squared() const |
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max_axis_index() const |
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min_axis_index() const |
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normalized() const |
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round() const |
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sign() const |
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Operators
operator !=(right: Vector4) |
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operator *(right: Projection) |
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operator *(right: Vector4) |
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operator *(right: float) |
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operator *(right: int) |
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operator +(right: Vector4) |
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operator -(right: Vector4) |
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operator /(right: Vector4) |
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operator /(right: float) |
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operator /(right: int) |
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operator <(right: Vector4) |
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operator <=(right: Vector4) |
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operator ==(right: Vector4) |
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operator >(right: Vector4) |
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operator >=(right: Vector4) |
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operator [](index: int) |
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Constants
AXIS_X = 0
🔗
Enumerated value for the X axis. Returned by max_axis_index and min_axis_index.
AXIS_Y = 1
🔗
Enumerated value for the Y axis. Returned by max_axis_index and min_axis_index.
AXIS_Z = 2
🔗
Enumerated value for the Z axis. Returned by max_axis_index and min_axis_index.
AXIS_W = 3
🔗
Enumerated value for the W axis. Returned by max_axis_index and min_axis_index.
ZERO = Vector4(0, 0, 0, 0)
🔗
Zero vector, a vector with all components set to 0
.
ONE = Vector4(1, 1, 1, 1)
🔗
One vector, a vector with all components set to 1
.
INF = Vector4(inf, inf, inf, inf)
🔗
Infinity vector, a vector with all components set to @GDScript.INF.
Property Descriptions
The vector's W component. Also accessible by using the index position [3]
.
The vector's X component. Also accessible by using the index position [0]
.
The vector's Y component. Also accessible by using the index position [1]
.
The vector's Z component. Also accessible by using the index position [2]
.
Constructor Descriptions
Constructs a default-initialized Vector4 with all components set to 0
.
Vector4 Vector4(from: Vector4)
Constructs a Vector4 as a copy of the given Vector4.
Vector4 Vector4(from: Vector4i)
Constructs a new Vector4 from the given Vector4i.
Vector4 Vector4(x: float, y: float, z: float, w: float)
Returns a Vector4 with the given components.
Method Descriptions
Returns a new vector with all components in absolute values (i.e. positive).
Returns a new vector with all components rounded up (towards positive infinity).
Vector4 clamp(min: Vector4, max: Vector4) const 🔗
Returns a new vector with all components clamped between the components of min
and max
, by running @GlobalScope.clamp on each component.
Vector4 clampf(min: float, max: float) const 🔗
Returns a new vector with all components clamped between min
and max
, by running @GlobalScope.clamp on each component.
Vector4 cubic_interpolate(b: Vector4, pre_a: Vector4, post_b: Vector4, weight: float) const 🔗
Performs a cubic interpolation between this vector and b
using pre_a
and post_b
as handles, and returns the result at position weight
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
Vector4 cubic_interpolate_in_time(b: Vector4, pre_a: Vector4, post_b: Vector4, weight: float, b_t: float, pre_a_t: float, post_b_t: float) const 🔗
Performs a cubic interpolation between this vector and b
using pre_a
and post_b
as handles, and returns the result at position weight
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
It can perform smoother interpolation than cubic_interpolate by the time values.
Vector4 direction_to(to: Vector4) const 🔗
Returns the normalized vector pointing from this vector to to
. This is equivalent to using (b - a).normalized()
.
float distance_squared_to(to: Vector4) const 🔗
Returns the squared distance between this vector and to
.
This method runs faster than distance_to, so prefer it if you need to compare vectors or need the squared distance for some formula.
float distance_to(to: Vector4) const 🔗
Returns the distance between this vector and to
.
float dot(with: Vector4) const 🔗
Returns the dot product of this vector and with
.
Returns a new vector with all components rounded down (towards negative infinity).
Returns the inverse of the vector. This is the same as Vector4(1.0 / v.x, 1.0 / v.y, 1.0 / v.z, 1.0 / v.w)
.
bool is_equal_approx(to: Vector4) const 🔗
Returns true
if this vector and to
are approximately equal, by running @GlobalScope.is_equal_approx on each component.
Returns true
if this vector is finite, by calling @GlobalScope.is_finite on each component.
Returns true
if the vector is normalized, i.e. its length is approximately equal to 1.
Returns true
if this vector's values are approximately zero, by running @GlobalScope.is_zero_approx on each component.
This method is faster than using is_equal_approx with one value as a zero vector.
Returns the length (magnitude) of this vector.
float length_squared() const 🔗
Returns the squared length (squared magnitude) of this vector.
This method runs faster than length, so prefer it if you need to compare vectors or need the squared distance for some formula.
Vector4 lerp(to: Vector4, weight: float) const 🔗
Returns the result of the linear interpolation between this vector and to
by amount weight
. weight
is on the range of 0.0
to 1.0
, representing the amount of interpolation.
Vector4 max(with: Vector4) const 🔗
Returns the component-wise maximum of this and with
, equivalent to Vector4(maxf(x, with.x), maxf(y, with.y), maxf(z, with.z), maxf(w, with.w))
.
Returns the axis of the vector's highest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_X.
Vector4 maxf(with: float) const 🔗
Returns the component-wise maximum of this and with
, equivalent to Vector4(maxf(x, with), maxf(y, with), maxf(z, with), maxf(w, with))
.
Vector4 min(with: Vector4) const 🔗
Returns the component-wise minimum of this and with
, equivalent to Vector4(minf(x, with.x), minf(y, with.y), minf(z, with.z), minf(w, with.w))
.
Returns the axis of the vector's lowest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_W.
Vector4 minf(with: float) const 🔗
Returns the component-wise minimum of this and with
, equivalent to Vector4(minf(x, with), minf(y, with), minf(z, with), minf(w, with))
.
Returns the result of scaling the vector to unit length. Equivalent to v / v.length()
. Returns (0, 0, 0, 0)
if v.length() == 0
. See also is_normalized.
Note: This function may return incorrect values if the input vector length is near zero.
Vector4 posmod(mod: float) const 🔗
Returns a vector composed of the @GlobalScope.fposmod of this vector's components and mod
.
Vector4 posmodv(modv: Vector4) const 🔗
Returns a vector composed of the @GlobalScope.fposmod of this vector's components and modv
's components.
Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
Returns a new vector with each component set to 1.0
if it's positive, -1.0
if it's negative, and 0.0
if it's zero. The result is identical to calling @GlobalScope.sign on each component.
Vector4 snapped(step: Vector4) const 🔗
Returns a new vector with each component snapped to the nearest multiple of the corresponding component in step
. This can also be used to round the components to an arbitrary number of decimals.
Vector4 snappedf(step: float) const 🔗
Returns a new vector with each component snapped to the nearest multiple of step
. This can also be used to round the components to an arbitrary number of decimals.
Operator Descriptions
bool operator !=(right: Vector4) 🔗
Returns true
if the vectors are not equal.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
Vector4 operator *(right: Projection) 🔗
Transforms (multiplies) the Vector4 by the transpose of the given Projection matrix.
For transforming by inverse of a projection projection.inverse() * vector
can be used instead. See Projection.inverse.
Vector4 operator *(right: Vector4) 🔗
Multiplies each component of the Vector4 by the components of the given Vector4.
print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints "(30, 80, 150, 240)"
Vector4 operator *(right: float) 🔗
Multiplies each component of the Vector4 by the given float.
print(Vector4(10, 20, 30, 40) * 2) # Prints "(20, 40, 60, 80)"
Vector4 operator *(right: int) 🔗
Multiplies each component of the Vector4 by the given int.
Vector4 operator +(right: Vector4) 🔗
Adds each component of the Vector4 by the components of the given Vector4.
print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # Prints "(13, 24, 35, 46)"
Vector4 operator -(right: Vector4) 🔗
Subtracts each component of the Vector4 by the components of the given Vector4.
print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # Prints "(7, 16, 25, 34)"
Vector4 operator /(right: Vector4) 🔗
Divides each component of the Vector4 by the components of the given Vector4.
print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # Prints "(5, 4, 10, 10)"
Vector4 operator /(right: float) 🔗
Divides each component of the Vector4 by the given float.
print(Vector4(10, 20, 30, 40) / 2 # Prints "(5, 10, 15, 20)"
Vector4 operator /(right: int) 🔗
Divides each component of the Vector4 by the given int.
bool operator <(right: Vector4) 🔗
Compares two Vector4 vectors by first checking if the X value of the left vector is less than the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator <=(right: Vector4) 🔗
Compares two Vector4 vectors by first checking if the X value of the left vector is less than or equal to the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator ==(right: Vector4) 🔗
Returns true
if the vectors are exactly equal.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator >(right: Vector4) 🔗
Compares two Vector4 vectors by first checking if the X value of the left vector is greater than the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator >=(right: Vector4) 🔗
Compares two Vector4 vectors by first checking if the X value of the left vector is greater than or equal to the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors, Z values of the two vectors, and then with the W values. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
float operator [](index: int) 🔗
Access vector components using their index
. v[0]
is equivalent to v.x
, v[1]
is equivalent to v.y
, v[2]
is equivalent to v.z
, and v[3]
is equivalent to v.w
.
Returns the same value as if the +
was not there. Unary +
does nothing, but sometimes it can make your code more readable.
Returns the negative value of the Vector4. This is the same as writing Vector4(-v.x, -v.y, -v.z, -v.w)
. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.